Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-05-29 | Eevee: Replace Cubemaps by octahedron maps for env. probes. | Clément Foucault | |
This enables us to use 2D texture arrays for multiple probes. There is a little artifact with very high roughness caused elongated pixel due to the projection (along every 90° meridian). | |||
2017-05-29 | Fix own mistake with NULL materials in particles | Luca Rood | |
2017-05-29 | Gawain: Add support for rendering using an instance batch (for particles) | Clément Foucault | |
2017-05-29 | Eevee : fix light colors | Clément Foucault | |
2017-05-29 | Eevee: Remove non-ltc area light code + optimisation. | Clément Foucault | |
Reduce size ShadingData struct leads to some improvement even with more computation. | |||
2017-05-29 | 3D grid: Fix precision issue 2/2 | Clément Foucault | |
We now floor the corner position and use this position as origin. This gives us perfect derivatives in all cases even if very far from the origin. Unfortunately this won't fix the low precision of coordinates used for computing the actual grid size, resulting in thick, non-smoothed lines. Also did a bit of refactor how the axes are drawn. | |||
2017-05-29 | 3D grid: only draw if needed. | Clément Foucault | |
2017-05-29 | Object Mode Engine: Fixing the 3D grid 1/2 | Clément Foucault | |
Do not use the inverse perspective matrix inside the shader to recover world positions. That leads to severe float imprecision leading to nasty artifacts. Instead we compute the world view vector for each pixels and do a ray to plane intersection. We are still getting low precision derivatives when going far away from the origin, and thus artifacts. This commit also fixes the non-appearing negative Z axis in 3D view. | |||
2017-05-29 | Move particle cache population to a dedicated function | Sergey Sharybin | |
Should help readability of switch statement which becomes far too big now. | |||
2017-05-29 | Fix leak with texture-paint shaders | Campbell Barton | |
2017-05-29 | Fix texture paint crash when there are no UV's | Campbell Barton | |
Missing check in own recent commits, also only use texture-paint drawing on active object. | |||
2017-05-26 | Silence warning in draw manager | Dalai Felinto | |
2017-05-26 | Fix uninit shading group in object mode particles | Luca Rood | |
2017-05-26 | Remove default shading groups from eevee | Luca Rood | |
2017-05-26 | Fix indentation in clay_engine.c | Luca Rood | |
2017-05-26 | Depsgraph: Rename DAG > DEG functions from depsgraph_query.cc | Dalai Felinto | |
2017-05-24 | Only calc split normals when auto-smooth is enabled | Campbell Barton | |
This matches cycles & derived-mesh | |||
2017-05-24 | Fix/Workaround T51561: Disable split normals | Campbell Barton | |
2017-05-24 | Cleanup: minor de-duplicate from last commit | Campbell Barton | |
2017-05-24 | Fix T51561: Normal maps fail w/ quad + eevee | Campbell Barton | |
Generalize derived-mesh tangent calculation so it can be used by Batch cache creation too. | |||
2017-05-24 | Move empty image drawing into its own pass | Campbell Barton | |
2017-05-24 | Cleanup: bmesh var naming | Campbell Barton | |
2017-05-24 | DwM: avoid indirect edit-mesh conversion | Campbell Barton | |
Storing edit-mesh data as indices for passing only to get back edit-mesh data. This also complicated checks for real edges in tessellation tris. Simpler to pass data directly. | |||
2017-05-24 | Fix leak in particle velocity global ramp | Campbell Barton | |
2017-05-23 | Optimize particle primitive shader | Luca Rood | |
2017-05-23 | Temp fix for vertex format with batch instancing | Luca Rood | |
This prevents memory alignment from being screwed up when attributes are optimized out in shader. | |||
2017-05-23 | Implement particle velocity and acceleration visualization | Luca Rood | |
2017-05-23 | Eevee: Disable directionnal lamps shadows | Clément Foucault | |
2017-05-23 | Use pointers to actual data for particle uniforms | Luca Rood | |
This makes particle color uniforms point directly to material color, and particle size uniforms point directly to ParticleSettings size. | |||
2017-05-23 | Use custom shader for dot particles | Luca Rood | |
2017-05-23 | Rename/move particle shaders | Luca Rood | |
2017-05-23 | Create new shading group for each psys | Luca Rood | |
2017-05-23 | Revert "Implement UBOs for particles" | Luca Rood | |
This reverts commit 845732652fa7a3d3a053006d30a76ea39fdc3c47. | |||
2017-05-23 | DWM: Add short to float / int uniform function. | Clément Foucault | |
Short values are common in DNA, this enables using them directly without storing temporary float somewhere. | |||
2017-05-23 | Draw Manager: Prevent errors when overwritting the instance batch. | Clément Foucault | |
2017-05-23 | Stupid mistake in material access optimization | Campbell Barton | |
2017-05-23 | DwM: optimize material access | Campbell Barton | |
- Split BMesh/Mesh loops. - Loop over faces instead of tris. - Add out-of-bounds check for material index (rare but can happen). | |||
2017-05-23 | Cleanup: use more generic naming | Campbell Barton | |
Can be used by any user that needs faces split by materials. | |||
2017-05-23 | DwM: texture paint support & mask mode | Campbell Barton | |
Uses workaround so material slots are used when neither blender-internal or cycles are enabled. | |||
2017-05-22 | Implement UBOs for particles | Luca Rood | |
This fixes the issue where all particles were drawn with the colors and size of the last psys to be drawn. | |||
2017-05-22 | Minor cleanup of previous hair commits | Luca Rood | |
2017-05-22 | Revert assert, Eevee uses uniforms that might not exist | Campbell Barton | |
2017-05-22 | Cleanup: move custom-data layers into a struct | Campbell Barton | |
Changed because the values co-exist with active layers (Mesh.mloopuv, Mesh.mloopcol). | |||
2017-05-22 | Cleanup: line length | Campbell Barton | |
2017-05-22 | Cleanup: minor edits | Campbell Barton | |
2017-05-21 | Gawain: promote 10_10_10 to first-class vertex format | Mike Erwin | |
This format is part of OpenGL 3.3, and one of the reasons for choosing 3.3 over 3.2. Instead of checking #if USE_10_10_10 just use it wherever needed. | |||
2017-05-20 | Eevee: Initial implementation of exponential shadowmaps | Clément Foucault | |
Also fixes the rendering of depth. | |||
2017-05-20 | Eevee: Move cube shadows to octahedron shadowmaps. | Clément Foucault | |
We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array. This render the sampling function much more simpler and without edge artifacts. | |||
2017-05-20 | GPUTexture: Enabling R32 format for linear depth encoding. | Clément Foucault | |
2017-05-20 | Eevee: optimize vertex shader for probe and shadows. | Clément Foucault | |